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- deleted sp assignments in processed files.
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parent
aac44b27b1
commit
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6 changed files with 2 additions and 30 deletions
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@ -501,7 +501,6 @@ int DoCoolgMatchPlayerZ(DSWActor* actor);
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void CoolgCommon(DSWActor* actor)
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void CoolgCommon(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp u = actor->u();
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actor->spr.clipdist = (200) >> 2;
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actor->spr.clipdist = (200) >> 2;
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@ -518,7 +517,6 @@ void CoolgCommon(DSWActor* actor)
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int SetupCoolg(DSWActor* actor)
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int SetupCoolg(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -547,7 +545,6 @@ int SetupCoolg(DSWActor* actor)
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int NewCoolg(DSWActor* actor)
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int NewCoolg(DSWActor* actor)
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{
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{
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USERp u = actor->u();
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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USERp nu;
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USERp nu;
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SPRITEp np;
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SPRITEp np;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -616,7 +613,6 @@ int NullCoolg(DSWActor* actor)
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int DoCoolgMatchPlayerZ(DSWActor* actor)
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int DoCoolgMatchPlayerZ(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USER* u = actor->u();
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USER* u = actor->u();
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int zdiff,zdist;
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int zdiff,zdist;
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int loz,hiz;
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int loz,hiz;
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@ -696,7 +692,6 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
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int InitCoolgCircle(DSWActor* actor)
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int InitCoolgCircle(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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u->ActorActionFunc = DoCoolgCircle;
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u->ActorActionFunc = DoCoolgCircle;
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@ -728,7 +723,6 @@ int InitCoolgCircle(DSWActor* actor)
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int DoCoolgCircle(DSWActor* actor)
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int DoCoolgCircle(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int nx,ny,bound;
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int nx,ny,bound;
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@ -770,10 +764,8 @@ int DoCoolgCircle(DSWActor* actor)
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int DoCoolgDeath(DSWActor* actor)
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int DoCoolgDeath(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int nx, ny;
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int nx, ny;
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RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
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RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
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RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
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actor->spr.xrepeat = 42;
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actor->spr.xrepeat = 42;
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@ -816,7 +808,6 @@ int DoCoolgDeath(DSWActor* actor)
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int DoCoolgMove(DSWActor* actor)
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int DoCoolgMove(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if ((u->ShellNum -= ACTORMOVETICS) <= 0)
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if ((u->ShellNum -= ACTORMOVETICS) <= 0)
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{
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{
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@ -373,7 +373,6 @@ ACTOR_ACTION_SET CoolieActionSet =
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp person)
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void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp person)
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{
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{
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USERp u = actor->u();
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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unsigned int wpn;
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unsigned int wpn;
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int wpn_cnt;
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int wpn_cnt;
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int depth = 0;
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int depth = 0;
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@ -413,7 +412,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
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u->lo_step = Z(32);
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u->lo_step = Z(32);
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u->floor_dist = u->zclip - u->lo_step;
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u->floor_dist = u->zclip - u->lo_step;
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u->ceiling_dist = GetSpriteSizeZ(sp) - u->zclip;
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u->ceiling_dist = ActorSizeZ(actor) - u->zclip;
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u->Radius = 400;
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u->Radius = 400;
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@ -486,7 +485,6 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
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int SetupCoolie(DSWActor* actor)
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int SetupCoolie(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -569,7 +567,6 @@ int NullCoolie(DSWActor* actor)
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int DoCoolieMove(DSWActor* actor)
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int DoCoolieMove(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (TEST(u->Flags,SPR_SLIDING))
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if (TEST(u->Flags,SPR_SLIDING))
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DoActorSlide(actor);
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DoActorSlide(actor);
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@ -598,8 +595,6 @@ int DoCoolieMove(DSWActor* actor)
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int InitCoolieCharge(DSWActor* actor)
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int InitCoolieCharge(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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if (RANDOM_P2(1024) > 950)
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if (RANDOM_P2(1024) > 950)
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PlaySound(DIGI_COOLIESCREAM, actor, v3df_follow);
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PlaySound(DIGI_COOLIESCREAM, actor, v3df_follow);
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@ -359,7 +359,6 @@ int DoEelMatchPlayerZ(DSWActor* actor);
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void EelCommon(DSWActor* actor)
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void EelCommon(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp u = actor->u();
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actor->spr.clipdist = (100) >> 2;
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actor->spr.clipdist = (100) >> 2;
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@ -376,7 +375,6 @@ void EelCommon(DSWActor* actor)
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int SetupEel(DSWActor* actor)
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int SetupEel(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -427,7 +425,6 @@ int NullEel(DSWActor* actor)
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int DoEelMatchPlayerZ(DSWActor* actor)
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int DoEelMatchPlayerZ(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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SPRITEp tsp = &u->targetActor->s();
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SPRITEp tsp = &u->targetActor->s();
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int zdiff,zdist;
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int zdiff,zdist;
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int loz,hiz;
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int loz,hiz;
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@ -527,7 +524,6 @@ int DoEelMatchPlayerZ(DSWActor* actor)
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int DoEelDeath(DSWActor* actor)
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int DoEelDeath(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int nx, ny;
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int nx, ny;
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if (TEST(u->Flags, SPR_FALLING))
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if (TEST(u->Flags, SPR_FALLING))
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{
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{
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@ -712,7 +712,6 @@ ACTOR_ACTION_SET GirlNinjaActionSet =
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int SetupGirlNinja(DSWActor* actor)
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int SetupGirlNinja(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -786,7 +785,6 @@ int DoGirlNinjaMove(DSWActor* actor)
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int GirlNinjaJumpActionFunc(DSWActor* actor)
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int GirlNinjaJumpActionFunc(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int nx, ny;
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int nx, ny;
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// Move while jumping
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// Move while jumping
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@ -840,7 +838,6 @@ int DoGirlNinjaPain(DSWActor* actor)
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int DoGirlNinjaSpecial(DSWActor* actor)
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int DoGirlNinjaSpecial(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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if (u->spal == PALETTE_PLAYER5)
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if (u->spal == PALETTE_PLAYER5)
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{
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{
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@ -483,7 +483,6 @@ ACTOR_ACTION_SET GoroActionSet =
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int SetupGoro(DSWActor* actor)
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int SetupGoro(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -289,7 +289,6 @@ int DoHornetMatchPlayerZ(DSWActor* actor);
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int SetupHornet(DSWActor* actor)
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int SetupHornet(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u;
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USERp u;
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ANIMATOR DoActorDecide;
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ANIMATOR DoActorDecide;
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@ -347,7 +346,6 @@ enum { HORNET_BOB_AMT = (Z(16)) };
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int DoHornetMatchPlayerZ(DSWActor* actor)
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int DoHornetMatchPlayerZ(DSWActor* actor)
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{
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{
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SPRITEp sp = &actor->s();
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USERp u = actor->u();
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USERp u = actor->u();
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SPRITEp tsp = &u->targetActor->s();
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SPRITEp tsp = &u->targetActor->s();
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int zdiff,zdist;
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int zdiff,zdist;
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@ -420,7 +418,6 @@ int DoHornetMatchPlayerZ(DSWActor* actor)
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int InitHornetCircle(DSWActor* actor)
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int InitHornetCircle(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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u->ActorActionFunc = DoHornetCircle;
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u->ActorActionFunc = DoHornetCircle;
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@ -452,7 +449,6 @@ int InitHornetCircle(DSWActor* actor)
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int DoHornetCircle(DSWActor* actor)
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int DoHornetCircle(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int nx,ny,bound;
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int nx,ny,bound;
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actor->spr.ang = NORM_ANGLE(actor->spr.ang + u->Counter2);
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actor->spr.ang = NORM_ANGLE(actor->spr.ang + u->Counter2);
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@ -504,7 +500,6 @@ int DoHornetCircle(DSWActor* actor)
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int DoHornetDeath(DSWActor* actor)
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int DoHornetDeath(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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int nx, ny;
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int nx, ny;
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if (TEST(u->Flags, SPR_FALLING))
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if (TEST(u->Flags, SPR_FALLING))
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@ -548,7 +543,7 @@ int DoHornetDeath(DSWActor* actor)
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int DoCheckSwarm(DSWActor* actor)
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int DoCheckSwarm(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s(), tsp;
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SPRITEp tsp;
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USERp tu;
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USERp tu;
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int dist, pdist, a,b,c;
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int dist, pdist, a,b,c;
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PLAYERp pp;
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PLAYERp pp;
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@ -594,7 +589,6 @@ int DoCheckSwarm(DSWActor* actor)
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int DoHornetMove(DSWActor* actor)
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int DoHornetMove(DSWActor* actor)
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{
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{
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USER* u = actor->u();
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USER* u = actor->u();
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SPRITEp sp = &actor->s();
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// Check for swarming
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// Check for swarming
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// lotag of 1 = Swarm around lotags of 2
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// lotag of 1 = Swarm around lotags of 2
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